Difference between revisions of "Gunner (LWR)"

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:'''Secondary Weapon''': None.
 
:'''Secondary Weapon''': None.
 
:'''Class-Limited items''': SAWs, LMGs.
 
:'''Class-Limited items''': SAWs, LMGs.
 +
:'''Attribute Growth''': HP x2, Aim x2.
 
<br/>
 
<br/>
  
Line 14: Line 15:
 
|Specialist1={{Suppression (LWR) |text=1|topbotpad=10}}
 
|Specialist1={{Suppression (LWR) |text=1|topbotpad=10}}
 
|LCorporal1={{Will To Survive (LWR) |text=1|topbotpad=10}}{{Steadfast (LWR) |text=1|topbotpad=10}}
 
|LCorporal1={{Will To Survive (LWR) |text=1|topbotpad=10}}{{Steadfast (LWR) |text=1|topbotpad=10}}
|LCorporal2={{Sentinel (LWR) |text=1|topbotpad=10}}{{Opportunist (LWR) |text=1|topbotpad=10}}  
+
|LCorporal2={{Sentinel (LWR) |text=1|topbotpad=10}}{{Opportunist (LWR) |text=1|topbotpad=10}}
 
|LCorporal3={{Mayhem (LWR) |text=1|topbotpad=10}}
 
|LCorporal3={{Mayhem (LWR) |text=1|topbotpad=10}}
 
|Corporal1={{Critical System Targeting (LWR) |text=1|topbotpad=10}}
 
|Corporal1={{Critical System Targeting (LWR) |text=1|topbotpad=10}}
Line 25: Line 26:
 
|GunSgt1={{Tenacious Defense (LWR) |text=1|topbotpad=10}}
 
|GunSgt1={{Tenacious Defense (LWR) |text=1|topbotpad=10}}
 
|GunSgt2={{Lock n' Load (LWR) |text=1|topbotpad=10}}
 
|GunSgt2={{Lock n' Load (LWR) |text=1|topbotpad=10}}
|GunSgt3={{First Aid (LWR) |text=1|topbotpad=10}}
+
|GunSgt3={{Bring 'Em On (LWR) |text=1|topbotpad=10}}
 
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}}
 
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}}
|MSgt2={{Bring 'Em On (LWR) |text=1|topbotpad=10}}
+
|MSgt2={{Kitted (LWR) |text=1|topbotpad=10}}
}}
 
 
 
== Stat Progression ==
 
 
 
{{Stat Progression Table (LWR)
 
| rank1-hp=+0-1 (58%) | rank1-aim=+2-6 | rank1-mob=- | rank1-will=+3-9
 
| rank2-hp=+0-1 (57%) | rank2-aim=+0-2 | rank2-mob=- | rank2-will=+1-3
 
| rank3-hp=+0-1 (57%) | rank3-aim=- | rank3-mob=- | rank3-will=+1-3
 
| rank4-hp=+0-1 (57%) | rank4-aim=- | rank4-mob=- | rank4-will=-
 
| rank5-hp=+0-1 (57%) | rank5-aim=- | rank5-mob=- | rank5-will=-
 
| rank6-hp=+0-1 (57%) | rank6-aim=- | rank6-mob=- | rank6-will=-
 
| rank7-hp=+0-1 (57%) | rank7-aim=- | rank7-mob=- | rank7-will=-
 
| hptotal=+0-7 | aimtotal=+2-8 | mobtotal=- | willtotal=+5-15
 
}}
 
 
 
'''Predictable Potential:'''
 
 
 
{{Stat Progression Table (LWR)
 
| rank1-hp=+2 | rank1-aim=+4 | rank1-mob=- | rank1-will=+6
 
| rank2-hp=+1 | rank2-aim=+1 | rank2-mob=- | rank2-will=+2
 
| rank3-hp=+1 | rank3-aim=- | rank3-mob=- | rank3-will=+2
 
| rank4-hp=- | rank4-aim=- | rank4-mob=- | rank4-will=-
 
| rank5-hp=- | rank5-aim=- | rank5-mob=- | rank5-will=-
 
| rank6-hp=- | rank6-aim=- | rank6-mob=- | rank6-will=-
 
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-
 
| hptotal=+4 | aimtotal=+5 | mobtotal=- | willtotal=+10
 
 
}}
 
}}
  
Line 59: Line 34:
 
'''Role''': Medium Range Offense / Offensive Support
 
'''Role''': Medium Range Offense / Offensive Support
  
The Gunner is mostly unchanged from vanilla. A major decision when building a Gunner is deciding if they will use a LMG or SAW-type weapon. SAW Gunners have more mobility and accuracy while LMG Gunners are slow and inaccurate but boast an improved ''Suppression'' thanks to the weapon's ''Danger Zone'' and a deep pull of ammo to draw from.
+
The Gunner is mostly unchanged from vanilla. A major decision when building a Gunner is deciding if they will use a LMG or SAW-type weapon. SAW Gunners have more mobility and accuracy while LMG Gunners are slow and inaccurate but boast an improved ''Suppression'' thanks to the weapon's ''Danger Zone'' and a deep pool of ammo to draw from.
  
''Suppression'' is a powerful tool used to chip down exposed targets or pin down ennemies behind cover to prevent dangerous flanks. Besides this innate utility, they also have access to a large array of offensive and defensive options which gives them a lot of flexibility in their builds, with many viable combinations.  
+
''Suppression'' is a powerful tool used to chip down exposed targets or pin down enemies behind cover to prevent dangerous flanks. Besides this innate utility, they also have access to a large array of offensive and defensive options which gives them a lot of flexibility in their builds, with many viable combinations.  
  
 
They enjoy the high power of their class weapons, granting them a sizable damage output that will put ''Shredder'' to good use. Gunners are however quite slow with no movement growth and heavy weaponry and thus are most at home in fights that don't require a lot of repositioning.
 
They enjoy the high power of their class weapons, granting them a sizable damage output that will put ''Shredder'' to good use. Gunners are however quite slow with no movement growth and heavy weaponry and thus are most at home in fights that don't require a lot of repositioning.
Line 68: Line 43:
  
 
===Tank Gunner===
 
===Tank Gunner===
The Tank Gunner mixes sturdyness with high damage in a threatening package. It is the only biological class with access to ''Grit'' and it is put to good use to endure an impressive amount of punishment that would leave most other tank builds long dead. ''Double Tap'' rounds out the offensive capabilities of the build with strong bursts of shredding damage that can crack open heavily armored ennemies. ''Supression'' remains a reliable utility option but an alert Commander will keep an eye on available ammo lest a crucial ''Double Tap'' opportunity be missed.  
+
The Tank Gunner mixes sturdiness with high damage in a threatening package. It is a rare example of a biological class with access to ''Grit'' and it is put to good use to endure an impressive amount of punishment that would leave most other tank builds long dead. ''Double Tap'' rounds out the offensive capabilities of the build with strong bursts of shredding damage that can crack open heavily armored enemies. ''Suppression'' remains a reliable utility option but an alert Commander will keep an eye on available ammo lest a crucial ''Double Tap'' opportunity be missed.  
  
 
Sample Tank Build:
 
Sample Tank Build:
''Will To Survive -> Grit or Critical System Targeting -> Double Tap-> Shredder -> Tenacious Defense or Lock N' Load -> Extra Conditioning or Bring 'Em On''
+
''Will To Survive -> Grit -> Double Tap or Holo Rounds -> Shredder -> Tenacious Defense or Bring 'Em On -> Kitted''
  
 
{{Ability List Display
 
{{Ability List Display
|level1={{Will to Survive (LWR)|align=center|topbotpad=7}}
+
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}
|level2={{Grit (LWR)|align=center|topbotpad=7}} {{Critical System Targeting (LWR)|align=center|topbotpad=7}}
+
|level2={{Grit (LWR)|align=center|topbotpad=7}}
|level3={{Double Tap (LWR)|align=center|topbotpad=7}}
+
|level3={{Double Tap (LWR)|align=center|topbotpad=7}} {{Holo Rounds (LWR)|align=center|topbotpad=7}}
 
|level4={{Shredder (LWR)|align=center|topbotpad=7}}
 
|level4={{Shredder (LWR)|align=center|topbotpad=7}}
|level5={{Tenacious Defense (LWR)|align=center|topbotpad=7}} {{Lock n' Load  (LWR)|align=center|topbotpad=7}}
+
|level5={{Tenacious Defense (LWR)|align=center|topbotpad=7}} {{Bring 'Em On (LWR)|align=center|topbotpad=7}}
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Bring 'Em On (LWR)|align=center|topbotpad=7}}
+
|level6={{Kitted (LWR)|align=center|topbotpad=7}}
 
}}
 
}}
  
'''Recommended Weapons:''' SAW<br>
+
'''Recommended Weapons:''' SAW or LMG<br>
'''Recommended Equipment:''' Reinforced plating/Alloy plating/Regenerative plating, Flak Ammo, Combat Stims, Walker Servos.
+
'''Recommended Equipment:''' Platings, Combat Stims, Walker Servos, Psi Defender.
  
 
Notes:
 
Notes:
* ''Critical System Targeting'' sacrifices the tanking potential of Grit in favor of absurd shredding numbers on Mech opponents. A choice for bold Commanders.
+
* The biggest choice for Gunner Tanks is their SGT perk. Double Tap gives strong burst damage potential from the big guns that Gunners carry, while Holo leans more into the support side of gunners and their ''Suppression's'' ability to spread Holo around (especially with an LMG).
* Tenacious Defense can be switched for Lock'n Load for more offensive uptime, although the lost crit mitigation will hurt late game when out of smoke.  
+
* At GSGT you can choose to sacrifice the crit resistance of Tenacious Defense for the utility and ammo of Kitted. With Psi Defender, the crit resistance is less necessary, so this may be a worthwhile trade.
* Extra Conditioning is a good all-rounder choice. Bring 'Em On will boost damage to even more impressive levels.
+
* Like most Gunner builds, mobility tends to be a heavy concern; Walker Servos are an instant solution to the problem if necessary.
* Defensive Gene Mods will noticably boost tanking abilities
+
* A more hybrid build utilizing perks such as Critical System Targeting or Lock N' Load is possible if the heavy firepower of a Gunner is more important than raw tankiness; this can work well if multiple tanks are brought along.
 
  
 
===Overwatch Gunner===
 
===Overwatch Gunner===
The Overwatch Gunner is an offensive build that utilizes the high damage of the SAW with ''Sentinel'' and ''Shredder'' to deliver hefty damage through reaction fire and lock down ennemy movement. ''Ready for Anything'' grants some much needed aim as well as free overwatching as long as the Gunner does not move. For this reason, this build is most at home in heavy and protratcted firefights where it can fire uninterrupted - racking up shredding damage to overwhelm the opposition. Pairing this build with another overwatch class will wear down ennemy battle lines at an alarming pace. ''Supression'' - while still useful - is less optimal than on other builds.
+
The Overwatch Gunner is an offensive build that utilizes the high damage of the SAW or LMG with ''Sentinel'' and ''Shredder'' to deliver hefty damage through reaction fire and lock down enemy movement. ''Ready for Anything'' grants some much needed aim as well as free Overwatching as long as the Gunner does not move. For this reason, this build is most at home in heavy and protracted firefights where it can fire uninterrupted - racking up shredding damage to overwhelm the opposition. Pairing this build with another Overwatch class will wear down enemy battle lines at an alarming pace. ''Suppression'' - while still useful - is less optimal than on other builds.
  
Sample Tank Build:
+
Sample Overwatch Build:
''Sentinel -> Penetrator or Critical System Targeting -> Ready for Anything-> Shredder -> Lock N' Load -> Bring 'Em On''
+
''Sentinel -> Any -> Ready for Anything-> Shredder -> Lock N' Load or Bring 'Em On -> Kitted''
  
 
{{Ability List Display
 
{{Ability List Display
 
|level1={{Sentinel  (LWR)|align=center|topbotpad=7}}
 
|level1={{Sentinel  (LWR)|align=center|topbotpad=7}}
|level2={{Penetrator (LWR)|align=center|topbotpad=7}} {{Critical System Targeting (LWR)|align=center|topbotpad=7}}
+
|level2={{Penetrator (LWR)|align=center|topbotpad=7}} {{Grit (LWR)|align=center|topbotpad=7}} {{Critical System Targeting (LWR)|align=center|topbotpad=7}}
|level3={{Ready for Anything (LWR)|align=center|topbotpad=7}}
+
|level3={{Ready For Anything (LWR)|align=center|topbotpad=7}}
 
|level4={{Shredder (LWR)|align=center|topbotpad=7}}
 
|level4={{Shredder (LWR)|align=center|topbotpad=7}}
|level5={{Lock n' Load  (LWR)|align=center|topbotpad=7}}
+
|level5={{Lock n' Load  (LWR)|align=center|topbotpad=7}} {{Bring 'Em On (LWR)|align=center|topbotpad=7}}
|level6={{Bring 'Em On (LWR)|align=center|topbotpad=7}}
+
|level6={{Kitted  (LWR)|align=center|topbotpad=7}}
 
}}
 
}}
  
'''Recommended Weapons:''' SAW, Assault Rifle, LMG<br>
+
'''Recommended Weapons:''' SAW or LMG<br>
'''Recommended Equipment:''' Scope, Alloy Bipod, Flak Ammo, Respirator Implant, Alien Trophy, Damage boosting ammo.
+
'''Recommended Equipment:''' Alloy Bipod, Aim-increasers, Damage-increasers, Mobility-increasers, Special ammo.
  
 
Notes:
 
Notes:
* ''Critical System Targeting'' combined with Flak ammo allow a high specialization against Mechs. Penetrator is less specialized but usable against many targets.
+
* The CPL perk in this build is very flexible:
* This build will put Gene Mods to good use, especially Predictive Tracking to nullify Cover defense on reaction shots and Adrenal Neurosympathy which is more likely to trigger thanks to the high number of actions per turn.
+
** Critical System Targeting combined with Flak ammo allow a high specialization against Mechs.
* The LMG is an uncoventionnal choice for this build due to the steep aim penalty. Sufficently mitigated however (e.g Psi inspire + Holo Rounds), the resulting damage will put most other offensive builds to shame.
+
** Penetrator is less specialized but usable against many targets.
 +
** Grit gives a front-line soldier added survivability, which is always useful.
 +
* Lock n' Load and Kitted both accomplish a similar role in this build; LnL makes your reloading more flexible while Kitted lets you wait longer before reloading and provides some utility. Both lead to Overwatching with a full mag due to Ready for Anything.
 +
* Psionics and Gene Mods are both greatly appreciated on this build for the extra OW shot from Inner Fire and Enhanced Metabolism respectively. The Gunner's low will growth often means that Psi Gunners are quite rare, however.
 +
* The LMG is an unconventional choice for this build due to the steep aim penalty. Sufficiently mitigated however (e.g Mind Merge + Holo Rounds or equipping multiple aim-increasers), the resulting damage will put most other offensive builds to shame.
  
 
===Mayhem Gunner (Bullet Wizard)===
 
===Mayhem Gunner (Bullet Wizard)===
The Mayhem Gunner build focuses on debuffing and crowd control through ''Suppression'' boosted by ''Holo Rounds'' and ''Shredder'' to allow other squad members to provide more accurate and damaging fire. With ''Mayhem'' and ''Danger Zone'' from the LMG, the Gunner can suppress and debuff entire groups of ennemies; denting targets and pinning them down if in cover. The cooldown turn of ''Suppression'' can be put to good use by repositioning, reloading or simply using the unwieldy LMG to deliver a powerful if innacurate (''Flush'' is advised) shredding shot to a target. While slow, this build can fix this problem thanks to a great freedom in terms of equipment choices.
+
The Mayhem Gunner build focuses on debuffing and crowd control through ''Suppression'' boosted by ''Holo Rounds'' and ''Shredder'' to allow other squad members to provide more accurate and damaging fire. With ''Mayhem'' and ''Danger Zone'' from the LMG, the Gunner can suppress and debuff entire groups of enemies, denting targets and pinning them down if in cover. The cooldown turn of ''Suppression'' can be put to good use by repositioning, reloading or simply using the unwieldy LMG to deliver a powerful albeit innaccurate (''Flush'' is advised) shredding shot to a target. While slow, this build can fix that problem thanks to a great freedom in terms of equipment choices; many typical "shooter" items have a minimal impact on Mayhem Suppression.
  
  
Sample Debuffer Build:
+
Sample Bullet Wizard Build:
''Mayhem -> Penetrator -> Holo Rounds -> Shredder -> Tenacious Defense -> Extra Conditioning''
+
''Mayhem -> Penetrator or Grit -> Holo Rounds -> Shredder -> Lock n' Load -> Extra Conditioning or Kitted''
  
 
{{Ability List Display
 
{{Ability List Display
 
|level1={{Mayhem (LWR)|align=center|topbotpad=7}}
 
|level1={{Mayhem (LWR)|align=center|topbotpad=7}}
|level2={{Penetrator (LWR)|align=center|topbotpad=7}}
+
|level2={{Penetrator (LWR)|align=center|topbotpad=7}} {{Grit (LWR)|align=center|topbotpad=7}}
 
|level3={{Holo Rounds (LWR)|align=center|topbotpad=7}}
 
|level3={{Holo Rounds (LWR)|align=center|topbotpad=7}}
 
|level4={{Shredder (LWR)|align=center|topbotpad=7}}
 
|level4={{Shredder (LWR)|align=center|topbotpad=7}}
|level5={{Lock n' Load  (LWR)|align=center|topbotpad=7}} {{First Aid (LWR)|align=center|topbotpad=7}}
+
|level5={{Lock n' Load  (LWR)|align=center|topbotpad=7}}
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Bring 'Em On (LWR)|align=center|topbotpad=7}}
+
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Kitted (LWR)|align=center|topbotpad=7}}
 
}}
 
}}
  
 
'''Recommended Weapons:''' LMG<br>
 
'''Recommended Weapons:''' LMG<br>
'''Recommended Equipment:''' Alien trophy, Respirator Implant, Proximity Sensor/Extrasensory Vest, Walking Servos, Medikit.
+
'''Recommended Equipment:''' Survivability-increasers, Mobility-increasers, Damage-increasers, Alloy Bipod, Utility.
  
 
Notes:
 
Notes:
* First Aid can picked over Lock N' Load to offer some more staying power to the squad.
+
* The Alloy Bipod gives a unique flat bonus to Suppressive Fire damage; this can be nice if you happen to have extra item slots you aren't using for other things, but isn't necessary.
* Extra Conditioning offers some added mobility. Bring 'Em On might up suppressive fire damage by a few points if enough opponents are visible.
+
* Penetrator adds a significant amount of damage through DR due to Mayhem's low damage early, but eventually the survivability of Grit may be more worthwhile as shred is not affected by DR and Mayhem isn't a damage specialist.
* Predictive Tracking is a good choice for the ''Suppression'' reaction shot and the boost to ''Flush'' Damage
+
* This build is known to be very stat-independant; any rookie cursed by low stat totals that ends up in the Weapons supraclass is salvageable as a Mayhem Gunner.
* This build has the particularity to be very stat-independant, even Gunners cursed by low stat totals are salvageable as a Mayhem Gunner.
 
  
  

Latest revision as of 13:12, 21 December 2023

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  Gunner

The Gunner class is a support fire specialist, capable of wielding the largest automatic weapons in XCOM's arsenal to either inflict heavy damage, or lock down and debuff hostiles.

Primary Weapon: SAWs, LMGs, Assault Rifles, Carbines, SMGs.
Secondary Weapon: None.
Class-Limited items: SAWs, LMGs.
Attribute Growth: HP x2, Aim x2.


Abilities

Rank Ability
RANK SQUADDIE.png
Specialist
Suppression
Suppression
Suppress [Pinned if protected by cover, suppressive fire if not, no reaction fire, -35 aim, -35% mobility/ability range] targets. Breaks with suppressive fire if the target acts. Requires 2 ammo, and uses the 2nd ammo if the suppression breaks with suppressive fire. Suppressing makes this unit 30% more likely to be critically hit. 2 turn cooldown.
RANK CORPORAL.png
Lance Corporal
Will To Survive
Will To Survive
All cover DR increased to 70% but grants 15 less defense. Grants +3 armor HP and Steadfast.
Steadfast
Steadfast
Provides immunity to panic (except from flame/psi attacks) and reduces injury time by 50%.
Sentinel
Sentinel
Fire an additional reaction shot during overwatch. Gain +20 defense when on overwatch. Grants Opportunist.
Opportunist
Opportunist
Reaction shots gain +10 aim and can critically hit.
Mayhem
Mayhem
Suppression has 1 turn less cooldown and deals suppressive fire damage immediately.
RANK SERGEANT.png
Corporal
Critical System Targeting
Critical System Targeting
Shots against autopsied mechanical units deal +50% damage and gain +2 penetration. Does not work with the Arc Rifle or Arc Pistol.
Regen Biofield
Grit
Grants +3 armor HP and %DR equal to half of the %HP lost.
Penetrator
Penetrator
The primary weapon gains +2 penetration.
RANK LIEUTENANT.png
Sergeant
Double Tap
Double Tap
Shooting or using burst allows this unit to fire an extra shot (at +25 aim/crit if it's the same target) if not out of ammo or targets. 1 turn cooldown after 2nd shot is used.
Ready For Anything
Ready For Anything
At the end of each turn, if this unit did not move and is not at risk of triggering reaction fire, Overwatch activates. Grants +2 ammo to non-arc primary weapons.
Holo Rounds
Holo Rounds
Firing at a target during this unit's turn holos [Prevents concealment/stealth, incoming shots gain +20 aim and +1 penetration] them for 3 turns.
RANK CAPTAIN.png
Tech Sergeant
Shredder
Shredder
Primary weapon shots during this unit's turn apply Shred equal to the dealt as a percent of the target's max HP (which increases subsequent damage the target receives by the amount of Shred) to any unit they damage for the remainder of the battle.
RANK MAJOR.png
Gunnery Sergeant
Tenacious Defense
Tenacious Defense
Grants +3 armor HP. Grants +20% crit resistance when protected by cover.
Lock N' Load
Lock N' Load
Reloading any weapon costs only 1 AP. Dashing automatically reloads the active weapon.
Bring 'Em On
Bring 'Em On
Grants additional shot damage equal to half the number of enemies in sight. Grants additional aim and graze chance equal to 5x the number of enemies in sight.
RANK COLONEL.png
Master Sergeant
Extra Conditioning
Extra Conditioning
Grants +3 armor HP, +0.6 mobility, 10% throw range, and a 10% chance for all end-in-idle actions to cost 0 AP.
Kitted
Kitted
Grants a medikit, a smoke grenade, and +1 ammo to non-arc primary weapons.


Tactical Advice

Role: Medium Range Offense / Offensive Support

The Gunner is mostly unchanged from vanilla. A major decision when building a Gunner is deciding if they will use a LMG or SAW-type weapon. SAW Gunners have more mobility and accuracy while LMG Gunners are slow and inaccurate but boast an improved Suppression thanks to the weapon's Danger Zone and a deep pool of ammo to draw from.

Suppression is a powerful tool used to chip down exposed targets or pin down enemies behind cover to prevent dangerous flanks. Besides this innate utility, they also have access to a large array of offensive and defensive options which gives them a lot of flexibility in their builds, with many viable combinations.

They enjoy the high power of their class weapons, granting them a sizable damage output that will put Shredder to good use. Gunners are however quite slow with no movement growth and heavy weaponry and thus are most at home in fights that don't require a lot of repositioning.

Sample Builds

Tank Gunner

The Tank Gunner mixes sturdiness with high damage in a threatening package. It is a rare example of a biological class with access to Grit and it is put to good use to endure an impressive amount of punishment that would leave most other tank builds long dead. Double Tap rounds out the offensive capabilities of the build with strong bursts of shredding damage that can crack open heavily armored enemies. Suppression remains a reliable utility option but an alert Commander will keep an eye on available ammo lest a crucial Double Tap opportunity be missed.

Sample Tank Build: Will To Survive -> Grit -> Double Tap or Holo Rounds -> Shredder -> Tenacious Defense or Bring 'Em On -> Kitted

Recommended Weapons: SAW or LMG
Recommended Equipment: Platings, Combat Stims, Walker Servos, Psi Defender.

Notes:

  • The biggest choice for Gunner Tanks is their SGT perk. Double Tap gives strong burst damage potential from the big guns that Gunners carry, while Holo leans more into the support side of gunners and their Suppression's ability to spread Holo around (especially with an LMG).
  • At GSGT you can choose to sacrifice the crit resistance of Tenacious Defense for the utility and ammo of Kitted. With Psi Defender, the crit resistance is less necessary, so this may be a worthwhile trade.
  • Like most Gunner builds, mobility tends to be a heavy concern; Walker Servos are an instant solution to the problem if necessary.
  • A more hybrid build utilizing perks such as Critical System Targeting or Lock N' Load is possible if the heavy firepower of a Gunner is more important than raw tankiness; this can work well if multiple tanks are brought along.

Overwatch Gunner

The Overwatch Gunner is an offensive build that utilizes the high damage of the SAW or LMG with Sentinel and Shredder to deliver hefty damage through reaction fire and lock down enemy movement. Ready for Anything grants some much needed aim as well as free Overwatching as long as the Gunner does not move. For this reason, this build is most at home in heavy and protracted firefights where it can fire uninterrupted - racking up shredding damage to overwhelm the opposition. Pairing this build with another Overwatch class will wear down enemy battle lines at an alarming pace. Suppression - while still useful - is less optimal than on other builds.

Sample Overwatch Build: Sentinel -> Any -> Ready for Anything-> Shredder -> Lock N' Load or Bring 'Em On -> Kitted

Recommended Weapons: SAW or LMG
Recommended Equipment: Alloy Bipod, Aim-increasers, Damage-increasers, Mobility-increasers, Special ammo.

Notes:

  • The CPL perk in this build is very flexible:
    • Critical System Targeting combined with Flak ammo allow a high specialization against Mechs.
    • Penetrator is less specialized but usable against many targets.
    • Grit gives a front-line soldier added survivability, which is always useful.
  • Lock n' Load and Kitted both accomplish a similar role in this build; LnL makes your reloading more flexible while Kitted lets you wait longer before reloading and provides some utility. Both lead to Overwatching with a full mag due to Ready for Anything.
  • Psionics and Gene Mods are both greatly appreciated on this build for the extra OW shot from Inner Fire and Enhanced Metabolism respectively. The Gunner's low will growth often means that Psi Gunners are quite rare, however.
  • The LMG is an unconventional choice for this build due to the steep aim penalty. Sufficiently mitigated however (e.g Mind Merge + Holo Rounds or equipping multiple aim-increasers), the resulting damage will put most other offensive builds to shame.

Mayhem Gunner (Bullet Wizard)

The Mayhem Gunner build focuses on debuffing and crowd control through Suppression boosted by Holo Rounds and Shredder to allow other squad members to provide more accurate and damaging fire. With Mayhem and Danger Zone from the LMG, the Gunner can suppress and debuff entire groups of enemies, denting targets and pinning them down if in cover. The cooldown turn of Suppression can be put to good use by repositioning, reloading or simply using the unwieldy LMG to deliver a powerful albeit innaccurate (Flush is advised) shredding shot to a target. While slow, this build can fix that problem thanks to a great freedom in terms of equipment choices; many typical "shooter" items have a minimal impact on Mayhem Suppression.


Sample Bullet Wizard Build: Mayhem -> Penetrator or Grit -> Holo Rounds -> Shredder -> Lock n' Load -> Extra Conditioning or Kitted

Recommended Weapons: LMG
Recommended Equipment: Survivability-increasers, Mobility-increasers, Damage-increasers, Alloy Bipod, Utility.

Notes:

  • The Alloy Bipod gives a unique flat bonus to Suppressive Fire damage; this can be nice if you happen to have extra item slots you aren't using for other things, but isn't necessary.
  • Penetrator adds a significant amount of damage through DR due to Mayhem's low damage early, but eventually the survivability of Grit may be more worthwhile as shred is not affected by DR and Mayhem isn't a damage specialist.
  • This build is known to be very stat-independant; any rookie cursed by low stat totals that ends up in the Weapons supraclass is salvageable as a Mayhem Gunner.


See also

Lone Wolf (EU2012).jpg
Long War Rebalance: Soldiers
Soldiers
RANK ROOKIE.png
Soldiers
CLASS ASSAULT.png
Assault
Class Infantry (Long War).png
Infantry
Class Rocketeer (Long War).png
Rocketeer
CLASS HEAVY.png
Gunner
CLASS SNIPER.png
Sniper
Class Scout (Long War).png
Scout
CLASS SUPPORT.png
Medic
Class Engineer (Long War).png
Engineer
MEC
CLASS MECH.png
MEC Troopers
Class Marauder (Long War).png
Marauder
Class Goliath (Long War).png
Goliath
Class Jaeger (Long War).png
Jaeger
Class Shogun (Long War).png
Shogun
Sub-classes and abilities
ABILITY LEAD BY EXAMPLE (EU2012).png
Officers
CLASS PSIONIC.png
Psionics
Gene Mods Soldier Icon (EU2012).png
Gene Mods
ABILITY SHIVCOVER.png
S.H.I.V.s